Snow Magic: Difference between revisions
(Created page with "Ice Magic/Snow Magic is the Elemental Magic technique associated with Snow Kingdom. The main philosophy of Ice Magic is patience and using tactics to wear the opponent out. Most of the spell patterns for cloud magic were made by Mova and researchers in Arch of Mova. == Spell Patterns == === Level 1 (5 Affinity) ===") |
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Ice Magic | Snow Magic or 'Ice Magic' is the [[Elemental Magic]] technique associated with [[Snow Kingdom]]. The main philosophy of Ice Magic is patience and using tactics to wear the opponent out. Most of the spell patterns for cloud magic were made by [[Mova]] and researchers in [[The Arch of Mova]]. | ||
== Spell Patterns == | == Spell Patterns == | ||
=== Level 1 (5 Affinity) === | === Level 1 (5 Affinity) === | ||
Level 1: Freeze, Slippery | |||
Passive: You have an ice shield around you that will negate the first physical damage you take. It will be replenished after a long rest. | |||
'''Name:''' Freeze | |||
'''Cost:''' 5 FP | |||
'''Synopsis:''' You shoot a ray of frost that weakens your enemies in accuracy. | |||
'''Range:''' 15 ft. | |||
'''Stats:''' 1d4 “snow” damage + constitution saving throw DC 12 for -1 accuracy. | |||
'''Name:''' Slippery | |||
'''Cost:''' 12 FP | |||
'''Synopsis:''' You freeze the ground around you or in front of you making it slippery for 4 turns. Those who walk on it are forced to continue going in the same direction as they entered. OBS: Important and or stronger enemies, as well as ice units (including you), won’t be affected. | |||
'''Range:''' 15 ft. radius around you or 5 ft. wide and 40 ft. long in front of you. | |||
'''Stats:''' Deals no damage. | |||
=== Level 2 (15 Affinity) === | |||
'''Level 2:''' Ice Trap, Blizzard. A 5 ft. radius around you will always be slippery. | |||
'''Name:''' Ice Trap | |||
'''Cost:''' 5 STA and 5 FP | |||
'''Synopsis:''' You place down a magical shard of ice on the ground that if stepped on will hurt and stun the enemy making them unable to move for 1 turn. The mine lasts for 10 minutes. | |||
“Tip: you can put down ice mines in the path of a slippery ice way.” | |||
'''Range:''' 5 ft. | |||
'''Stats:''' 2d6 “snow” damage. | |||
'''Name:''' Blizzard | |||
'''Cost:''' 5 STA and 18 FP | |||
'''Synopsis:''' You create a blizzard that is localized in an area of your choosing staying for 3 turns. Enemies in the area will be slowed, damaged, and confused. | |||
'''Range:''' 100 ft. and the blizzard has a 25 ft. diameter. | |||
'''Stats:''' 1d4 +2 “snow” damage per turn spent in blizzard + wisdom saving throw DC 14 for leaving the blizzard and not receiving -10 ft. slow as well as confusion. | |||
“Confusion means that they can’t find their enemy and will be blindly flailing around.” | |||
=== Level 3 - Ice teachings (30 Affinity) === | |||
'''Level 3:''' Ice teachings | |||
'''Ice teachings:''' Preservation, Icicles | |||
'''Passive:''' Instead of 5 ft. 10 ft. around you will now be slippery and you can create ice shields as an action for up to 2 other people, this costs 8 STA and 8 FP to do and you can only create 3 per day. | |||
'''Name:''' Preservation | |||
Cost: 8 STA 10 FP + 5x FP | |||
Synopsis: You freeze an object relative to something else for x turns. Can be paired with Freeze to freeze a creature and either preserve its stats or drain them. | |||
Range: 10 ft. | |||
Stats: If chosen to preserve this deals no damage but if chosen to drain it deals 1d6 +2 “snow” damage per turn the target is frozen. While a creature is frozen it can only break free if 1 the temperature has risen high enough, 2 if they succeed a DC 20 constitution saving throw or 3 if they are an “important” creature and succeed a DC 17 constitution saving throw. | |||
Name: Icicles | |||
Cost: 12 STA 20 FP | |||
Synopsis: Ice spikes rise out of all the slippery you have made damaging and stunning enemies. | |||
Range: N/A | |||
Stats: 1d6+6 “snow” damage and those hit can’t move for 1 turn. | |||
=== Level 3 - Brittle teaching === | |||
'''Level 3:''' Brittle teachings | |||
'''Brittle teachings:''' Hailstorm, Break Down | |||
'''Passive:''' You emit a type of coldness making creatures of your choosing take 1d4 damage per turn while in a 10 ft. range of you. | |||
'''Name:''' Hailstorm | |||
'''Cost:''' 12 STA 25 FP | |||
'''Synopsis:''' You create a storm around you consisting of small pieces of snow which slow those hit. | |||
'''Range:''' 50 ft diameter circle. | |||
'''Stats:''' 1d6 +2 “snow” damage per turn and -10 speed (minimum 10 ft) per turn spent in the storm. | |||
'''Name:''' Break Down | |||
'''Cost:''' 10 STA 35 FP | |||
'''Synopsis:''' An object or creature of your choosing starts to break down over 10 turns. | |||
'''Range:''' 5ft. touch | |||
'''Stats:''' 1/10 of the object or creature's health is dealt each turn. OBS: does not work on “important” creatures or indestructible objects. | |||
=== Level 4: Ice Teachings === | |||
'''Level 4:''' Indestructable Ice, Perma Frost, Negative Acceleration, Stop Momuentum | |||
'''Passive:''' The 10 ft. of slippery that’s constantly around you can as a bonus action stun enemies standing on it. This costs 3 FP and it’s a CON saving throw DC 14 and DC 7 for stronger characters*. | |||
Creating ice shields now costs 5 STA and 5 FP. | |||
'''Name:''' Indestructible Ice | |||
'''Cost:''' 15 STA 20 FP 5x FP + y FP | |||
'''Synopsis:''' You condensate and then freeze the water in the air to create an indestructible icewall that cannot be moved. This wall will stop anything coming at it and any attack will also be stored in it. Stored attacks can be released as an action on later turns, dealing less damage than the original attack and having a chance to miss. | |||
Range: The wall is 2x5 tiles and can be placed within a 25 ft. radius sphere. | |||
'''Stats:''' Releasing attacks costs an additional 15 FP per attack released, represented by x in the costs. What attack and what order they are released in can be chosen. The attacks also deal 75% of the original damage. The starting hit rate is 50% but this can be increased by spending individual FP. +6% per FP spend, represented by y in the cost | |||
'''Name:''' Permafrost | |||
'''Cost:''' 15 STA and 5 FP | |||
'''Synopsis:''' You either choose to preserve a body part of you or your allies making it fortified or to sunder the body part of an enemy. | |||
'''Range:''' touch. | |||
'''Stats:''' Fortify: Any action made by that body part has +3 hit and deals +3 damage. | |||
Sunder: Any action made by that body part has -3 hit and deals -3 damage | |||
'''Name:''' Negative Acceleration | |||
'''Cost:''' 25 STA and 25 FP + 5 FP | |||
'''Synopsis:''' You slow down the particles around you past absolute zero and give them a negative speed. This freezes everything around you practically stopping time. No one within range can move but you have free movement. | |||
'''Range:''' 45 diameter sphere | |||
'''Stats:''' Deals no damage, the spell works for 1 turn + each extra 5 FP spent. | |||
'''Name:''' Stop Momentum | |||
'''Cost:''' 3x STA and 3x FP | |||
'''Synopsis:''' You stop anything that is moving within range. | |||
'''Range:''' 25 diameter sphere | |||
'''Stats:''' If it’s an object x=1 | |||
If it’s a creature x=2 | |||
If it’s a stronger creature x=3 | |||
Latest revision as of 17:55, 7 April 2025
Snow Magic or 'Ice Magic' is the Elemental Magic technique associated with Snow Kingdom. The main philosophy of Ice Magic is patience and using tactics to wear the opponent out. Most of the spell patterns for cloud magic were made by Mova and researchers in The Arch of Mova.
Spell Patterns
Level 1 (5 Affinity)
Level 1: Freeze, Slippery
Passive: You have an ice shield around you that will negate the first physical damage you take. It will be replenished after a long rest.
Name: Freeze
Cost: 5 FP
Synopsis: You shoot a ray of frost that weakens your enemies in accuracy.
Range: 15 ft.
Stats: 1d4 “snow” damage + constitution saving throw DC 12 for -1 accuracy.
Name: Slippery
Cost: 12 FP
Synopsis: You freeze the ground around you or in front of you making it slippery for 4 turns. Those who walk on it are forced to continue going in the same direction as they entered. OBS: Important and or stronger enemies, as well as ice units (including you), won’t be affected.
Range: 15 ft. radius around you or 5 ft. wide and 40 ft. long in front of you.
Stats: Deals no damage.
Level 2 (15 Affinity)
Level 2: Ice Trap, Blizzard. A 5 ft. radius around you will always be slippery.
Name: Ice Trap
Cost: 5 STA and 5 FP
Synopsis: You place down a magical shard of ice on the ground that if stepped on will hurt and stun the enemy making them unable to move for 1 turn. The mine lasts for 10 minutes. “Tip: you can put down ice mines in the path of a slippery ice way.”
Range: 5 ft.
Stats: 2d6 “snow” damage.
Name: Blizzard
Cost: 5 STA and 18 FP
Synopsis: You create a blizzard that is localized in an area of your choosing staying for 3 turns. Enemies in the area will be slowed, damaged, and confused.
Range: 100 ft. and the blizzard has a 25 ft. diameter.
Stats: 1d4 +2 “snow” damage per turn spent in blizzard + wisdom saving throw DC 14 for leaving the blizzard and not receiving -10 ft. slow as well as confusion. “Confusion means that they can’t find their enemy and will be blindly flailing around.”
Level 3 - Ice teachings (30 Affinity)
Level 3: Ice teachings
Ice teachings: Preservation, Icicles
Passive: Instead of 5 ft. 10 ft. around you will now be slippery and you can create ice shields as an action for up to 2 other people, this costs 8 STA and 8 FP to do and you can only create 3 per day.
Name: Preservation
Cost: 8 STA 10 FP + 5x FP
Synopsis: You freeze an object relative to something else for x turns. Can be paired with Freeze to freeze a creature and either preserve its stats or drain them.
Range: 10 ft.
Stats: If chosen to preserve this deals no damage but if chosen to drain it deals 1d6 +2 “snow” damage per turn the target is frozen. While a creature is frozen it can only break free if 1 the temperature has risen high enough, 2 if they succeed a DC 20 constitution saving throw or 3 if they are an “important” creature and succeed a DC 17 constitution saving throw.
Name: Icicles
Cost: 12 STA 20 FP
Synopsis: Ice spikes rise out of all the slippery you have made damaging and stunning enemies.
Range: N/A
Stats: 1d6+6 “snow” damage and those hit can’t move for 1 turn.
Level 3 - Brittle teaching
Level 3: Brittle teachings
Brittle teachings: Hailstorm, Break Down
Passive: You emit a type of coldness making creatures of your choosing take 1d4 damage per turn while in a 10 ft. range of you.
Name: Hailstorm
Cost: 12 STA 25 FP
Synopsis: You create a storm around you consisting of small pieces of snow which slow those hit.
Range: 50 ft diameter circle.
Stats: 1d6 +2 “snow” damage per turn and -10 speed (minimum 10 ft) per turn spent in the storm.
Name: Break Down
Cost: 10 STA 35 FP
Synopsis: An object or creature of your choosing starts to break down over 10 turns.
Range: 5ft. touch
Stats: 1/10 of the object or creature's health is dealt each turn. OBS: does not work on “important” creatures or indestructible objects.
Level 4: Ice Teachings
Level 4: Indestructable Ice, Perma Frost, Negative Acceleration, Stop Momuentum
Passive: The 10 ft. of slippery that’s constantly around you can as a bonus action stun enemies standing on it. This costs 3 FP and it’s a CON saving throw DC 14 and DC 7 for stronger characters*. Creating ice shields now costs 5 STA and 5 FP.
Name: Indestructible Ice
Cost: 15 STA 20 FP 5x FP + y FP
Synopsis: You condensate and then freeze the water in the air to create an indestructible icewall that cannot be moved. This wall will stop anything coming at it and any attack will also be stored in it. Stored attacks can be released as an action on later turns, dealing less damage than the original attack and having a chance to miss. Range: The wall is 2x5 tiles and can be placed within a 25 ft. radius sphere.
Stats: Releasing attacks costs an additional 15 FP per attack released, represented by x in the costs. What attack and what order they are released in can be chosen. The attacks also deal 75% of the original damage. The starting hit rate is 50% but this can be increased by spending individual FP. +6% per FP spend, represented by y in the cost
Name: Permafrost
Cost: 15 STA and 5 FP
Synopsis: You either choose to preserve a body part of you or your allies making it fortified or to sunder the body part of an enemy.
Range: touch.
Stats: Fortify: Any action made by that body part has +3 hit and deals +3 damage. Sunder: Any action made by that body part has -3 hit and deals -3 damage
Name: Negative Acceleration
Cost: 25 STA and 25 FP + 5 FP
Synopsis: You slow down the particles around you past absolute zero and give them a negative speed. This freezes everything around you practically stopping time. No one within range can move but you have free movement.
Range: 45 diameter sphere
Stats: Deals no damage, the spell works for 1 turn + each extra 5 FP spent.
Name: Stop Momentum
Cost: 3x STA and 3x FP
Synopsis: You stop anything that is moving within range.
Range: 25 diameter sphere
Stats: If it’s an object x=1 If it’s a creature x=2 If it’s a stronger creature x=3